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Official Move Approval IV
#61
Note of reference, I wished to change the name of Stroke to "Hikisaku". It suits the attack much better.
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
#62
That's fine. You're good.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

#63
(04-25-2016, 02:42 PM)Somerled Murdoch Wrote:
Minato Namikaze Wrote:The other version was fine, just make the charge time 5 seconds and the maximum height you can throw people 20 meters.
Alright, 20 meter max height for dragging people skyward.
I'd much rather have a self-debuff though, so would the one I suggested work or would I need to go longer/harsher on it?

It's really an unnecessary Debuff. I mean, it's not needed at all. On top of that, it makes no sense. You charge up a high jump and that forces you to use more energy for your other moves?

Also this part; "Somerled's general magic use (basically his movements) is tripled" is a little confusing, is he moving around at triple his speed, or does it take triple the energy that is usually required to move?

Also, if it is the first one, then I would have to deny it anyway, because we don't allow self buffs, outside of transformations.
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."
#64
(04-28-2016, 07:24 AM)Minato Namikaze Wrote:
(04-25-2016, 02:42 PM)Somerled Murdoch Wrote:
Minato Namikaze Wrote:The other version was fine, just make the charge time 5 seconds and the maximum height you can throw people 20 meters.
Alright, 20 meter max height for dragging people skyward.
I'd much rather have a self-debuff though, so would the one I suggested work or would I need to go longer/harsher on it?

It's really an unnecessary Debuff. I mean, it's not needed at all. On top of that, it makes no sense. You charge up a high jump and that forces you to use more energy for your other moves?

Also this part; "Somerled's general magic use (basically his movements) is tripled" is a little confusing, is he moving around at triple his speed, or does it take triple the energy that is usually required to move?

Also, if it is the first one, then I would have to deny it anyway, because we don't allow self buffs, outside of transformations.

Unnecessary how? A large debuff to replace a large charge time. Somerled doesn't care about harm or hindrance to himself, just look at Whiteout and Lightning Strike. Short cast and a large effect at the cost of his well-being.

As for It making no sense. It's a thematic debuff along the same lines as Whiteout and Radiant Being.
Wind is inherently chaotic. Somerled is capable of creating wind but not controlling it, therefore when he uses magic related to it, it also serves to work against him, fighting against his movements and disrupting his ability to cast.

Somerled's general magic usage, his typical energy expenditure for things like moving around and throwing his fist at people, is tripled. It's a pretty small number to start with hence why I went with triple rather than double.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
#65
T2 The End Days: In a very mystical and whimsical display, Gamzee slowly waves his arms around in the air in an arcane sort of ritual. As he gathers the mirthful energies of the universe, Gamzee must stand still for four seconds. During this time he cannot move. The acrid smell of plasma begins to fill the air, and flashes of violet crack the sky. Then, the clown raises his hands into the air in a grand fashion, projectiles of energy shooting high into the sky from his splayed hands. They hang suspended in the air. When the time is right, he calls down a hellstorm of lightning, hands falling to the ground like curtains closing a play. Bolts of arrow-like lightning blasts rain from the sky. The arrows are NOT lightning strikes. They are simply blasts of energy that rain from the sky cloaked in lightning. They fall to the earth around the same speed and fashion as a hail of arrows. The blasts cover a 50 yard diameter in all directions, and functions as an AoE (Affects all those within range) The arrow lightning thingies pierce the ground only to explode a few moments later. The initial explosion is about 3 meters wide, and cause a bright, near blinding flash upon detonation, similar to that of a concussion or flash grenade. If an enemy is struck by an arrow before it hits the ground, the effect is similar to being impaled by a flaming arrow, except you know, lightning. It explodes in a similar fashion, but is much more contained and smaller than an exploding arrow that has hit the ground. Let's say half a (.5) meter as opposed to the Ground 3 meter. An impaling arrow also does not flash. The entire effect is similar to being caught in an awful thunderstorm/hurricane in terms of how many arrows and the amount of chaos going on.
If you're new to Omniverse Shenanigans, feel free to pm me about whatever piques your interest!

[Image: dlpaou6b73f.gif]
-by Jade Harley


Never Falter in the Face of Infinity.
-Tearan Wover
#66
(04-28-2016, 10:20 AM)Gamzee Makara Wrote: T2 The End Days: In a very mystical and whimsical display, Gamzee slowly waves his arms around in the air in an arcane sort of ritual. As he gathers the mirthful energies of the universe, Gamzee must stand still for four seconds. During this time he cannot move. The acrid smell of plasma begins to fill the air, and flashes of violet crack the sky. Then, the clown raises his hands into the air in a grand fashion, projectiles of energy shooting high into the sky from his splayed hands. They hang suspended in the air. When the time is right, he calls down a hellstorm of lightning, hands falling to the ground like curtains closing a play. Bolts of arrow-like lightning blasts rain from the sky. The arrows are NOT lightning strikes. They are simply blasts of energy that rain from the sky cloaked in lightning. They fall to the earth around the same speed and fashion as a hail of arrows. The blasts cover a 50 yard diameter in all directions, and functions as an AoE (Affects all those within range) The arrow lightning thingies pierce the ground only to explode a few moments later. The initial explosion is about 3 meters wide, and cause a bright, near blinding flash upon detonation, similar to that of a concussion or flash grenade. If an enemy is struck by an arrow before it hits the ground, the effect is similar to being impaled by a flaming arrow, except you know, lightning. It explodes in a similar fashion, but is much more contained and smaller than an exploding arrow that has hit the ground. Let's say half a (.5) meter as opposed to the Ground 3 meter. An impaling arrow also does not flash. The entire effect is similar to being caught in an awful thunderstorm/hurricane in terms of how many arrows and the amount of chaos going on.

You crazy, insane little clown, you. That's a hell of a move, lemme tell ya. Enjoy it, it's approved.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
#67
(04-11-2016, 05:34 PM)Tom Marvolo Riddle Wrote: With exception of the wand, all main text that's bolded are changes requested by Alex

Wand, Yew and Phoenix Feather 13-1/2“
Cost: 0 Om, Fodder
Requires: Wand Rules
This wand is a slender bleached bone-white shaft with pale-red swirl like striations running through it. With it a wizard casts their spells, or at least most of them. May be replaced or repaired in roughly four seconds. Unless otherwise stated in spells cast with this wand, charging for a spell does not impede movement or non-wand based actions but does require the requisite concentration and physical contact.

Arcane Storage Runes
Cost: 600 Om
Requires: Buff Proficiency, a Wand
Affected Wands: Yew and Phoenix Feather 13-1/2“
Affected Spells: Hearthfire Charm, Shield Charm
When placed on a wand, these runes allow the caster to start with and store up to twenty seconds of charging of raw magic within it that may be used to pre-charge a desired spell. However there is a caveat that to fully recharge the runes they must be completely discharged first. And once discharged the runes cannot be used to pre-charge a spell or spells until fully charged again.

Charging is further complicated by two facts, in that for every one second of charge, two seconds are required to charge it, and also that the effect is persistent in that summoning a new wand produces a wand of equal charge value as the previous. However refilling the runes does not need to happen all at once and may be done as time is available, nor does a spell need to use the Arcane Storage Runes as a power source.

Each affected wand counts as a separate pool of charged power. Conversely each affected spell draws power from the same pool of the wand they are cast from.

Shield Charm [Pretego]
Cost: 900
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
[Pretego Maximus], Empowered Form
With a twisting-jab motion and the requisite incantation verbal or non-verbal, the caster calls forth a blurring fast bolt of blue light that forms a shield at a set distance of their determining, attached to that space or whatever it impacts. This shield’s strength and shape is drawn innately from the amount of energy put forward to its charge time. Pretego ranges from a semi-spheroid to a full spheroid of protection. It has a minimum charge time of a second but can be drawn for up to a minute longer for dramatic effect in size, strength and duration.

Provided the caster actually charges it for more than three seconds the shield isn’t physically draining; however, summoning a shield within that three second period of time exacerbates the amount of stamina required exponentially. Furthermore once the charm is in place it doesn’t fade until a force actually acts in opposition to it and overpowers it or it’s otherwise eroded.

Finally, the Shield Charm is simply a hard spell to cast in that the quicker its incanted the more mentally taxing it becomes on top of its physical requirements. Unless its charged well above the ‘minimum’ charge time, Protego can and will wreak havoc on the mind of the caster, resulting in physical damage ranging from disorientation, nosebleeds and finally to split second blackouts.

Reactive Armor Charm [Reactivum Loricatus]
Cost: 600
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
The Reactive Armor Charm is marked by double slashing wand motions, a verbal or non-verbal incantation, and three seconds to a minute charge time. This results a pale vortex of sparkles that flashes outward to engulf a target. This charm once placed reinforces a thing, organism or surface with a garment of defensive magic, either layering itself over it or transforming the outer nature to be more resistant to damage.

From there the protective charm will linger until forcibly removed through damage or being eroded by some other means. While only draining in a minor way, repeated use of it within a short time can quickly take its toll. Furthermore, due to being an offshoot of the Shield Charm, quick and dirty spell casting is not recommended and it’s a surefire way to unhinge the mind starting at migraines and going downhill from there.

Fiendfyre Curse [Mortifer Infernum]
Cost: 1200 Om
Requires: Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency
With a complex five point wand movement, a verbal only incantation, five seconds to an indefinite charge time, the user unleashes a Fiendfyre Curse from their wand. This sentient flame that builds into a mountain of fire based on the initial input, is shaped into mythical beasts that suit the caster’s mind and mood. Overall it is a dangerous, hard to control spell, requiring at least one free hand after being cast to manipulate and use effectively and nearly all of their concentration to keep it from going on an untargeted rampage.

Once unleashed the fire will maintain itself in idle mode as long as there is flammable fuel for it to spread to and consume. Note, idling is just that, it acts more or less like stylized fire and will not actively pursue the caster’s agenda but rather it is satisfied in consuming as much fuel as possible to maintain itself. Nor will it act in its own defense beyond eating anything in its wake, caster included. However once it’s being fed by the caster’s magic, the user may to assume and irect it to feed on anything it touches. This effectively allows it to act at both Attacking and Defending on its own behalf and others.

While the spell is easier to cast the longer its charged, it takes a toll on the caster physically regardless of the charge time. When the Fiendfyre is in play and until it’s destroyed or dismissed by the caster, their ATK for all other actions is reduced by a -1 with exception of the Fiendfyre itself.

Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength, Tier I Super Attack
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time, long enough to make a major attack, becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.

(04-19-2016, 01:18 PM)Mark Wrote: Tom: Gonna wait on Alex to make sure everything is kosher with your moves. Just noting here so that you know you're not forgotten.

Connor: What's the fire and reload rate on this? What's the range? Also being that damage scales with stats, it'd be better to change 'punch through someone' into a vague descriptor like 'heavily damaging', 'moderately damaging', etc.

Eon: Just as an aside, what you're describing with your Scouter move is the Insight power.

Warren: with the price change noted, you're approved.

Joker: Regular kitchen knife? Approved.

Its been 20 days since I originally re-posted my moves. Twelve days since they were last glanced at. I'm a bit at a loss. I missed being able to use these against Volvagia. I need them for at least Dante's Abyss.
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[Image: Slytherin.png]
Hogwarts
Founder, Deputy-Headmaster

[/float]


#68
(04-28-2016, 09:48 AM)Somerled Murdoch Wrote:
(04-28-2016, 07:24 AM)Minato Namikaze Wrote:
(04-25-2016, 02:42 PM)Somerled Murdoch Wrote:
Minato Namikaze Wrote:The other version was fine, just make the charge time 5 seconds and the maximum height you can throw people 20 meters.
Alright, 20 meter max height for dragging people skyward.
I'd much rather have a self-debuff though, so would the one I suggested work or would I need to go longer/harsher on it?

It's really an unnecessary Debuff. I mean, it's not needed at all. On top of that, it makes no sense. You charge up a high jump and that forces you to use more energy for your other moves?

Also this part; "Somerled's general magic use (basically his movements) is tripled" is a little confusing, is he moving around at triple his speed, or does it take triple the energy that is usually required to move?

Also, if it is the first one, then I would have to deny it anyway, because we don't allow self buffs, outside of transformations.

Unnecessary how? A large debuff to replace a large charge time. Somerled doesn't care about harm or hindrance to himself, just look at Whiteout and Lightning Strike. Short cast and a large effect at the cost of his well-being.

As for It making no sense. It's a thematic debuff along the same lines as Whiteout and Radiant Being.
Wind is inherently chaotic. Somerled is capable of creating wind but not controlling it, therefore when he uses magic related to it, it also serves to work against him, fighting against his movements and disrupting his ability to cast.

Somerled's general magic usage, his typical energy expenditure for things like moving around and throwing his fist at people, is tripled. It's a pretty small number to start with hence why I went with triple rather than double.

I'm sorry, but a 2 second charge time is just not enough time to gather enough energy to throw people up into the air with you.
#69
Palm Blast: (300): 

Holding out the palms of his hands,  Warren will gather a blackish purplish energy and then shoot it as beams from his palms of his hands. When the beam hits it would hurt like nobody's business.  The Palm Blast would also do a fair amount of damage.  The move is one that Warren will pick up on his way to Camelot.  The Palm Blast is based off of an ability Warren once had.  These beams are about double an arm in width and length.  The single beam that it can shoot which is relatively low powered is about as fast as if someone were to throw a foot ball and aim for the head of an individual. The charge time is about 5 seconds with a recharge time of 20 seconds.  A single beam can be shot per time before it must recharge.   Either hand can be used as a means of firing the beam. 

[Image: energy_blast_by_draia436-d4qs4e7.jpg]
#70
(04-11-2016, 05:34 PM)Tom Marvolo Riddle Wrote: With exception of the wand, all main text that's bolded are changes requested by Alex

Wand, Yew and Phoenix Feather 13-1/2“
Cost: 0 Om, Fodder
Requires: Wand Rules
This wand is a slender bleached bone-white shaft with pale-red swirl like striations running through it. With it a wizard casts their spells, or at least most of them. May be replaced or repaired in roughly four seconds. Unless otherwise stated in spells cast with this wand, charging for a spell does not impede movement or non-wand based actions but does require the requisite concentration and physical contact.

Arcane Storage Runes
Cost: 600 Om
Requires: Buff Proficiency, a Wand
Affected Wands: Yew and Phoenix Feather 13-1/2“
Affected Spells: Hearthfire Charm, Shield Charm
When placed on a wand, these runes allow the caster to start with and store up to twenty seconds of charging of raw magic within it that may be used to pre-charge a desired spell. However there is a caveat that to fully recharge the runes they must be completely discharged first. And once discharged the runes cannot be used to pre-charge a spell or spells until fully charged again.

Charging is further complicated by two facts, in that for every one second of charge, two seconds are required to charge it, and also that the effect is persistent in that summoning a new wand produces a wand of equal charge value as the previous. However refilling the runes does not need to happen all at once and may be done as time is available, nor does a spell need to use the Arcane Storage Runes as a power source.

Each affected wand counts as a separate pool of charged power. Conversely each affected spell draws power from the same pool of the wand they are cast from.

Shield Charm [Pretego]
Cost: 900
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
[Pretego Maximus], Empowered Form
With a twisting-jab motion and the requisite incantation verbal or non-verbal, the caster calls forth a blurring fast bolt of blue light that forms a shield at a set distance of their determining, attached to that space or whatever it impacts. This shield’s strength and shape is drawn innately from the amount of energy put forward to its charge time. Pretego ranges from a semi-spheroid to a full spheroid of protection. It has a minimum charge time of a second but can be drawn for up to a minute longer for dramatic effect in size, strength and duration.

Provided the caster actually charges it for more than three seconds the shield isn’t physically draining; however, summoning a shield within that three second period of time exacerbates the amount of stamina required exponentially. Furthermore once the charm is in place it doesn’t fade until a force actually acts in opposition to it and overpowers it or it’s otherwise eroded.

Finally, the Shield Charm is simply a hard spell to cast in that the quicker its incanted the more mentally taxing it becomes on top of its physical requirements. Unless its charged well above the ‘minimum’ charge time, Protego can and will wreak havoc on the mind of the caster, resulting in physical damage ranging from disorientation, nosebleeds and finally to split second blackouts.

Reactive Armor Charm [Reactivum Loricatus]
Cost: 600
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
The Reactive Armor Charm is marked by double slashing wand motions, a verbal or non-verbal incantation, and three seconds to a minute charge time. This results a pale vortex of sparkles that flashes outward to engulf a target. This charm once placed reinforces a thing, organism or surface with a garment of defensive magic, either layering itself over it or transforming the outer nature to be more resistant to damage.

From there the protective charm will linger until forcibly removed through damage or being eroded by some other means. While only draining in a minor way, repeated use of it within a short time can quickly take its toll. Furthermore, due to being an offshoot of the Shield Charm, quick and dirty spell casting is not recommended and it’s a surefire way to unhinge the mind starting at migraines and going downhill from there.

Fiendfyre Curse [Mortifer Infernum]
Cost: 1200 Om
Requires: Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency
With a complex five point wand movement, a verbal only incantation, five seconds to an indefinite charge time, the user unleashes a Fiendfyre Curse from their wand. This sentient flame that builds into a mountain of fire based on the initial input, is shaped into mythical beasts that suit the caster’s mind and mood. Overall it is a dangerous, hard to control spell, requiring at least one free hand after being cast to manipulate and use effectively and nearly all of their concentration to keep it from going on an untargeted rampage.

Once unleashed the fire will maintain itself in idle mode as long as there is flammable fuel for it to spread to and consume. Note, idling is just that, it acts more or less like stylized fire and will not actively pursue the caster’s agenda but rather it is satisfied in consuming as much fuel as possible to maintain itself. Nor will it act in its own defense beyond eating anything in its wake, caster included. However once it’s being fed by the caster’s magic, the user may to assume and irect it to feed on anything it touches. This effectively allows it to act at both Attacking and Defending on its own behalf and others.

While the spell is easier to cast the longer its charged, it takes a toll on the caster physically regardless of the charge time. When the Fiendfyre is in play and until it’s destroyed or dismissed by the caster, their ATK for all other actions is reduced by a -1 with exception of the Fiendfyre itself.

Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength, Tier I Super Attack
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time, long enough to make a major attack, becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.

Arcane storage Runes - You can't create a move that reduces or negates the cool down times of your other moves. You also cannot have self buffs. 

Shield Charm - Also, I'm going to deny the part about charging for more than 3 seconds not using much energy, that's just not how this place works. If you want to charge for a minute, and use more energy to make the shield stronger, then that is going to be way more draining than charging for 15 seconds. Finally, like proto has said in the past, it just doesn't seem like the move has realistic downsides, you don't need to stay still to maintain the (potentially) huge area shield, like most of the shield moves generally would, and the minimum charge time to actually see any negative effects is so small that you'd probably never be effected by them unless you chose to for story purposes. Also, area shields tend to get weaker ther larger they become, because the power being put into them get's spread out over the entirety of the shield and becomes less concentrated, but since you'd be putting more energy into it, I can see it as being a bit stronger than it usually would. 


Reactive Armor - I assume that this is a buff for other people? If so, it wouldn't stick around indefinitely, there would be a max time that it can be on a person for before the effect fades. Again, you need downsides that would occur because you cast the move, not because you got interrupted and had to cast the move early.

Fiendfyre Curse - Just to make sure, Tom would need to stand still while casting this, right? Please give a charge time, Indefinite is just not specific enough.


Super attack - Okay, the thing about super moves is that they play out as cut scenes. We need to know how tom will use the move, is it just one big attack, or is it a flurry of strikes and then that's it? (You can't have a super move around for an indefinite amount of time).

Also, for all the moves besides the super, could you tell me each effect the move has that makes it cost how much it does?
#71
(05-01-2016, 09:20 PM)Daniel Wrote:
(04-28-2016, 09:48 AM)Somerled Murdoch Wrote:
(04-28-2016, 07:24 AM)Minato Namikaze Wrote:
(04-25-2016, 02:42 PM)Somerled Murdoch Wrote:
Minato Namikaze Wrote:The other version was fine, just make the charge time 5 seconds and the maximum height you can throw people 20 meters.
Alright, 20 meter max height for dragging people skyward.
I'd much rather have a self-debuff though, so would the one I suggested work or would I need to go longer/harsher on it?

It's really an unnecessary Debuff. I mean, it's not needed at all. On top of that, it makes no sense. You charge up a high jump and that forces you to use more energy for your other moves?

Also this part; "Somerled's general magic use (basically his movements) is tripled" is a little confusing, is he moving around at triple his speed, or does it take triple the energy that is usually required to move?

Also, if it is the first one, then I would have to deny it anyway, because we don't allow self buffs, outside of transformations.

Unnecessary how? A large debuff to replace a large charge time. Somerled doesn't care about harm or hindrance to himself, just look at Whiteout and Lightning Strike. Short cast and a large effect at the cost of his well-being.

As for It making no sense. It's a thematic debuff along the same lines as Whiteout and Radiant Being.
Wind is inherently chaotic. Somerled is capable of creating wind but not controlling it, therefore when he uses magic related to it, it also serves to work against him, fighting against his movements and disrupting his ability to cast.

Somerled's general magic usage, his typical energy expenditure for things like moving around and throwing his fist at people, is tripled. It's a pretty small number to start with hence why I went with triple rather than double.

I'm sorry, but a 2 second charge time is just not enough time to gather enough energy to throw people up into the air with you.

Is there anything that would work other than a 5 second charge time? The only way you're not escaping the AOE within that time is if your top speed is a whopping .5 m/s, or approximately half the walking speed of a typical human.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
#72
I mean, you need some sort of charge time, I guess you could make it so that it limits your movement, but you can still move around, and that's why it takes so long to gather enough energy/ magic for the move?
#73
(05-02-2016, 02:19 AM)Daniel Wrote: I mean, you need some sort of charge time, I guess you could make it so that it limits your movement, but you can still move around, and that's why it takes so long to gather enough energy/ magic for the move?

Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 3 meter radius into the sky with him. Those immediately next to him are tossed almost as high as he is, up to 20 meters, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 3 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about eight seconds, stirring and gathering the wind, before he can leap. He can move at a walking pace during this time, but cannot make any complex movements lest his concentration breaks. This also means that during this time, he is unable to cast any other magic.

Alright, he can move at a walking pace, and to keep up with the fact he's mobile to a degree during charge, the time was increased to 8.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
#74
(05-02-2016, 08:19 PM)Somerled Murdoch Wrote:
(05-02-2016, 02:19 AM)Daniel Wrote: I mean, you need some sort of charge time, I guess you could make it so that it limits your movement, but you can still move around, and that's why it takes so long to gather enough energy/ magic for the move?

Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 3 meter radius into the sky with him. Those immediately next to him are tossed almost as high as he is, up to 20 meters, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 3 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about eight seconds, stirring and gathering the wind, before he can leap. He can move at a walking pace during this time, but cannot make any complex movements lest his concentration breaks. This also means that during this time, he is unable to cast any other magic.

Alright, he can move at a walking pace, and to keep up with the fact he's mobile to a degree during charge, the time was increased to 8.

I mean, 5 seconds was a fine amount of charge time, are you sure you want to increase it to 8?
#75
(05-02-2016, 08:24 PM)Daniel Wrote:
(05-02-2016, 08:19 PM)Somerled Murdoch Wrote:
(05-02-2016, 02:19 AM)Daniel Wrote: I mean, you need some sort of charge time, I guess you could make it so that it limits your movement, but you can still move around, and that's why it takes so long to gather enough energy/ magic for the move?

Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 3 meter radius into the sky with him. Those immediately next to him are tossed almost as high as he is, up to 20 meters, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 3 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about eight seconds, stirring and gathering the wind, before he can leap. He can move at a walking pace during this time, but cannot make any complex movements lest his concentration breaks. This also means that during this time, he is unable to cast any other magic.

Alright, he can move at a walking pace, and to keep up with the fact he's mobile to a degree during charge, the time was increased to 8.

I mean, 5 seconds was a fine amount of charge time, are you sure you want to increase it to 8?

No, just thought being able to move during charge would change it. If 5 works then we're golden.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
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#76
@Summerland, Approved
#77
Yojimbo Style: Sakura Showdown
Requires [Physical Strength, Burst Movement]

Hiro sheathes his katana and activates the repair function. He must stand in place and study his opponent for at least three seconds, analyzing them for a hole in their defense. Then, he dashes forward using Burst Movement, drawing his katana while it is still coated in molten glass and slicing his target in one clean motion, creating a spray of red hot particles that rain directly around the opponent in a 1 meter radius. This causes damage in addition to the sword strike. Using this move tires him out significantly and puts a diagnostic cycle on his sheath, disallowing repair and reforging of his blade for thirty seconds. An opponent with a TEC matching or higher than Hiros can avoid the initial strike, but not the follow up cloud.
[Image: MZSDl2O.jpg]
#78
(05-03-2016, 06:44 AM)Hiro Protagonist Wrote: Yojimbo Style: Sakura Showdown
Requires [Physical Strength, Burst Movement]

Hiro sheathes his katana and activates the repair function. He must stand in place and study his opponent for at least three seconds, analyzing them for a hole in their defense. Then, he dashes forward using Burst Movement, drawing his katana while it is still coated in molten glass and slicing his target in one clean motion, creating a spray of red hot particles that rain directly around the opponent in a 1 meter radius. This causes damage in addition to the sword strike. Using this move tires him out significantly and puts a diagnostic cycle on his sheath, disallowing repair and reforging of his blade for thirty seconds. An opponent with a TEC matching or higher than Hiros can avoid the initial strike, but not the follow up cloud.

TEC would not effect if people can or can't dodge this, SPD would, as they would need to be fast enough to dodge it. Although if they just parry the initial strike, then I guess that would require some TEC so it's probably both. Also, you need Area attack for this, as people standing around would also be effected by the particles of molten glass. Also, I assume this is just a normal move? if so, please note that when you put up moves for approval (to avoid confusion)
#79
Move: Yojimbo Style: Sakura Showdown
Requires [Physical Strength, Burst Movement]

Hiro sheathes his katana and activates the repair function. He must stand in place and study his opponent for at least three seconds, analyzing them for a hole in their defense. Then, he dashes forward using Burst Movement, drawing his katana while it is still coated in molten glass and slicing his target in one clean motion, creating a spray of red hot particles that hit the target afterwards, and only the target. This causes damage in addition to the sword strike. Using this move tires him out significantly and puts a diagnostic cycle on his sheath, disallowing repair and reforging of his blade for thirty seconds. An opponent with SPD and TEC matching or higher than Hiro's can avoid/parry the initial strike, but not the follow up splatter.
[Image: MZSDl2O.jpg]
#80
"Also, you need Area attack for this, as people standing around would also be effected by the particles of molten glass. Also, I assume this is just a normal move? if so, please note that when you put up moves for approval (to avoid confusion)"

I also said that.

Also, something to note, if someone completely dodges the initial strike, there isn't going to be a spray of red hot particles.


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